L L4D2node

CC_SetDebug

0x00758b80 · 264 bytes · __cdecl

_ZL11CC_SetDebugRK8CCommand

Decompiled

undefined (1 param)

/* CC_SetDebug(CCommand const&) */

void CC_SetDebug(CCommand *param_1)

{
  int iVar1;
  undefined1 *puVar2;
  char *pcVar3;
  char *pcVar4;
  int iVar5;
  int iVar6;
  uint local_24;
  
  iVar1 = *(int *)param_1;
  if (iVar1 < 2) {
    Msg("Debugging stopped\n");
    iVar1 = TheNextBots();
    *(undefined4 *)(iVar1 + 0x34) = 0;
  }
  else {
    local_24 = 0;
    iVar5 = 1;
    do {
      pcVar4 = "BEHAVIOR";
      iVar6 = 0;
      while( true ) {
        pcVar3 = "";
        if (iVar5 < iVar1) {
          pcVar3 = *(char **)(param_1 + iVar5 * 4 + 0x408);
        }
        if (*pcVar3 == '*') {
          local_24 = 0xffff;
          goto LAB_00758c26;
        }
        pcVar3 = "";
        if (1 < iVar1) {
          pcVar3 = *(char **)(param_1 + 0x40c);
        }
        iVar1 = _V_strlen(pcVar3);
        pcVar3 = "";
        if (iVar5 < *(int *)param_1) {
          pcVar3 = *(char **)(param_1 + iVar5 * 4 + 0x408);
        }
        iVar1 = V_strnicmp(pcVar3,pcVar4,iVar1);
        if (iVar1 == 0) {
          local_24 = local_24 | 1 << ((byte)iVar6 & 0x1f);
          iVar1 = *(int *)param_1;
          goto LAB_00758c26;
        }
        iVar6 = iVar6 + 1;
        pcVar4 = *(char **)(debugTypeName + iVar6 * 4);
        if (pcVar4 == (char *)0x0) break;
        iVar1 = *(int *)param_1;
      }
      puVar2 = &DAT_00d539c2;
      if (iVar5 < *(int *)param_1) {
        puVar2 = *(undefined1 **)(param_1 + iVar5 * 4 + 0x408);
      }
      Msg("Invalid debug type \'%s\'\n",puVar2);
      iVar1 = *(int *)param_1;
LAB_00758c26:
      iVar5 = iVar5 + 1;
    } while (iVar5 < iVar1);
    iVar1 = TheNextBots();
    *(uint *)(iVar1 + 0x34) = local_24;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)